Playstyle radar
15 gamesCompared with Diamond supports, blended with Diamond players on the same champions.
Axis breakdown
Aggression
Kills, kill participation, solo kills and first bloods
23
of 100
Damage
Damage per minute and share of the team's damage
8
of 100
Utility
Healing, shielding, lockdown and saves for allies
42
of 100
Vision
Vision score, control wards and ward clears
32
of 100
Objectives
Epic monsters, objective damage and plates
11
of 100
Survivability
Deaths and time spent dead, inverted: higher is safer
36
of 100
What to work on
15 gamesObjectivesStart here
Objective damage / min
24 vs 89 typical
Hit the objective while the team holds the area instead of chasing.
Objectives
Turret plates / game
2.3 vs 6.1 typical
Push for plates after a won trade instead of resetting.
Damage
Damage / min
172 vs 346 typical
Poke between cooldowns and add autos when it is safe.
Not a priority
Strengths
Ally saves / game
3.40 vs 0.98
73 of 100 against supports, and it matters: the better half of Diamond supports wins 52% of games, the other half 45%.
Ally heal + shield / min
430 vs 155
88 of 100 against supports, and it matters: the better half of Diamond supports wins 50% of games, the other half 45%.
Identity
All-Rounder
No axis stands out above the pack.
Among supports, utility leads at 56 of 100, built on 430 ally heal + shield a minute and 430 heals + shields a minute. Damage trails at 1, with 172 damage a minute. That is the Enchanter trade: damage is not where this class wins games.
Among supports
Diamond supports with above-median objective damage a minute win 69% of games; below it, 27%.
Diamond supports with above-median turret plates a game win 78% of games; below it, 22%.
Diamond supports with above-median damage a minute win 52% of games; below it, 44%.